Contents

General

DOW = Dawn of WarWA = Winter AssaultDC = Dark CrusadeSS/SoSt = SoulstormSM = Space MarinesIG/Guard = Imperial GuardElves = EldarGreenskins/Da Boyz = OrksCSM = ChaosCrons/Necs = NecronsDE = Dark EldarSoB = Sisters of BattleLP = Listening PostLP2 = Listening Post with first upgrade
LP3 = Listening Post with second upgrade
Gen = Generator
Gibs = Pieces of killed infantry remaining on the battlefield consumed by Kroot Carnivores for health and harvested by Tortured Slaves and Tali for Soul Essence (Necrons, Earth Caste Builders, and Skull Probes do not produce gibs, but Pariahs do.)
Cap = To capture a strategic point/critical location/relic
Decap = To decapture a strategic point/critical location/relic
Capping unit/Capper = A unit that is being used to cap strategic points. Can also be used to
describe each race's basic starting units that are usually used to cap points
Hero/Commander = The unique units of each race that are more powerful than the rest
Uber unit = The powerful tier 4 unit each race has which requires a RelicFull Cap = An army that takes up your maximum troop allotment (usually 20 squad cap and 20 support cap)
Crit = Critical LocationSP/Point = Strategic PointReq = Requisition
Pow = Power
HW's = Heavy Weapons upgrades for infantry units
AoE = Area of Effect
DoT = Damage over time. Usually regarding abilities such as the Grey Knights' Psychic Inquisition spell.
HQ = The Headquarters Structure
HP = Hitpoints
DPS = Damage Per SecondFOTM = Fire On The MoveCC = Close CombatTP = TeleportSpam = To continually build and mass one type of unit
Econ = Your economy in the game, meaning how fast you are accumulating Requisition and Power.
This is normally expressed using the first number beside each resource in the game (before the
slash), separated by a forward-slash. Eg: 98/30 - This means you are accumulating 98
Requisition and 30 Power every 10 seconds.
Floating/To Float = To underspend and build up an unused surplus of resources
Dancing/To Dance = To run away from units trying to engage you in close combat, either running to a position that they can continue firing from, or to make the enemy susceptible to fire from other units.
To Tie Up = To engage a ranged unit in close combat, preventing it from firing its ranged
weapon
Disruption = To use a weapon or ability that knocks the opposing troops down or through the air
Harrassing = To make a nuisance of yourself early in the game by targeting SP's, builder units
or capping units in an attempt to slow the opponent down
Fast-tech = To make your way up the Tech Tree as quickly as possible, in order to field units (such as vehicles) before your enemy has any effective way to counter them
Rushing = To attack your opponent with a big army very early in the game in an attempt to
annihilate them
Turtling = Building up lots of defenses around your base deliberately to wait for the enemy to
attack you rather than advancing out into the field
Turret Farming = A term sometimes used to describe a strategy that involves building lots of
turrets around your base or your listening posts
'Turretland / Turretcity = A term used for a base which has the maximum of 6 turrets, or even another base for 12 turrets
Econ Boom = Economy Boom, a strategy that involves building very little troops at the start of
the game and concentrating on upgrading LP's early to tech faster
Buff = To increase the strength of a unit or race, usually for balance reasons
Nerf = To decrease the strength of a unit or race, also usually for balance reasons
Micro = Micromanagement. Generally refers to the skill required to use each individual unit to
its maximum potential, including targeting, attacking/retreating, changing stances, using
special abilities etc...
Macro = Macromanagement. Generally refers to the skill required to use a race effectively as a whole, including resource management, structure placement, teching etc...
IMBA = Imbalanced, either because the unit is underpowered or overpowered
TT = Table Top
UP = Underpowered
OP = Overpowered
Abuse = To constantly use a known imbalanced unit, ability, or strategy. Examples include Fire Prism spam in Winter Assault or Shuriken Grav Platform spam against Orks in the original Dawn of War.
OBS = Observer, a person who observes an online game as it is being played
STD = Standard game using the usual 1,000 requisition and 100 power (or 300 power for Necrons)
QS = Quick-Start, a game mode that starts every player with 10,000 requisition and power (or 20,000 power for Necrons)
FFA = Free for all, when three or more players battle on a map without allied teams
FTW = For the Win
FTL = For the Loss
MU = Match-Up
GG = Good game
WP = Well played
BO = Build order
AFK = Away from keyboard
newbie/newb = A new player to the game
n00b/noob/nub = A new player to the game, often with derogatory connotation. Sometimes use synonymously with 'newb'; e.g. a 'noobs only' game is intended for new players.
Tier 0 = Sometimes used to describe the tech level at the very start of the game, before the barracks or equivalent is built and only builders and capping units can be produced
Tier 1 = The tech level at the start of the game. Can also sometimes refer to the tech level
once the barracks or equivalent structure is built
Tier 1.5 = Generally refers to the race's tech level once the armoury or equivalent structure is built
Tier 2 = The tech level after the first HQ upgrade for SM/Chaos/IG/Necrons, at 55 Ork Pop + Pile O Gunz! for
Orks, after Soul Shrine for Eldar, or after the Path to Enlightenment for Tau
Tier 2.5 = Generally refers to the race's tech level after the vehicle production building is
built
Tier 3 = The tech level after the second HQ upgrade for SM/Chaos/IG/Necrons, after the Orky Fort
upgrade for Orks, after Mobilize for War for Eldar, or after the Kauyon/Mont'ka Command Post is built for Tau
Tier 4 = The general term for the final tech level which unlocks each race's tanks and relic units
FoW/Fog = Fog of War. This is the darkness that obscures your vision, except near you and your allies units and buildings.
LoS = Line of Sight. Term that is usually used to state the distance that is cleared of fog-of-war by a certain unit, or allows enemy units to be seen within that distance.